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Revised Rulebook by Justin Alexander · 2016-04-17 · Level 7: Escape - 3 THE MAP OF SUBTERRA...

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Privateer Press Designed by Will Schoonover Revised Rulebook by Justin Alexander http://www.thealexandrian.net
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Page 1: Revised Rulebook by Justin Alexander · 2016-04-17 · Level 7: Escape - 3 THE MAP OF SUBTERRA BRAVO As you explore the Subterra Bravo facility, you will learn more about how it is

Privateer Press

Designed by Will Schoonover

Revised Rulebook by Justin Alexanderhttp://www.thealexandrian.net

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Page 3: Revised Rulebook by Justin Alexander · 2016-04-17 · Level 7: Escape - 3 THE MAP OF SUBTERRA BRAVO As you explore the Subterra Bravo facility, you will learn more about how it is

Level 7: Escape - 1

CHARACTERS

Each player will take on the role of a specific character.

CHARACTER SHEET: Your character sheet provides the base stats for your character andallows you to track your character’s current stats.

STATS: Each character has four stats: Intelligence, Strength, Speed, and Toughness. Your basestats are shown on your character sheet. Your current stats will be equal to your base stats unlessthey’ve been altered by your fear, adrenaline cards, skill cards, or other game effects.

FEAR: Subterra Bravo is a terrifying place. A character’s fear level represents howscared they currently are. Your character’s current fear level is indicated by placing afear token on your character sheet’s fear track. Symbols to the right of the fear trackindicate how your fear level affects your stats, as summarized below.

Fear 0 or 1: +1 Intellect, -1 Strength Fear 2, 3, or 4: No effect Fear 5 or 6: +1 Strength Fear 7 or 8: +1 Strength, +1 Speed, and the character cannot move through vents

VITALITY: A character’s vitality shows how much permanent damage they havesuffered. You can only have as many adrenaline cards as the number shown on yourvitality track. (For example, if your character has suffered a point of damage andcurrently has a vitality of 4, you can only have four cards in your hand. If you hadmore than four cards in your hand, you would have to immediately discard one ofthem to no effect.)

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THREAT: Your character’s current threat – showing how dangerous the facility guards thinkyou are – is tracked by placing threat tokens in the threat box on your character sheet.

Gaining Threat: When you gain threat, take a threat token from the scenario’sthreat pool and place it in the threat box on your character sheet. If the threat pool isempty when you gain threat, lockdown begins (see “Lockdown”, page 17). (Note: Youstill gain threat even if the threat pool is empty. Take the threat token from the box.)

Losing Threat: Some effects cause you to lose threat. If this happens, take athreat token off your character sheet and remove it from the game. (Do not return it to the threatpool.) If you do not have any threat tokens on your character sheet, losing threat has no effect.

SKILLS: Each character has two skill cards that increase their stats and grant special abilities.They are always active and do not have a cost unless they say so. (Skill cards that modify statsshow an icon of the stat and the bonus or penalty to apply.)

ITEMS: When your character gains an item, place the item card representing the item face upnext to your character sheet. Each requires one hand to carry, so you can never carry more thantwo items unless the item’s rules allow it. If you ever have more items than you can carry, youmust immediately drop an item and place it face-up on your current tile.

Note: Weapons and Security Key Cards count as items.

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THE MAP OF SUBTERRA BRAVO

As you explore the Subterra Bravo facility, you will learn more about how it is constructed andguarded by placing the tiles on the table one at a time. Collectively, the tiles make up the map.

DISTANCE: Distance refers to the number of moves needed to travel between two tiles.

ADJACENCY: Tiles touching each other are considered adjacent, but only if there is a set ofdoors connecting them.

TILES

DOORS: Not every door in Subterra Bravo looks the same, but every door is marked with anarrow on the floor.

VENTS: Vents are marked with a yellow-and-black outline. They allow access to the facility’sduct system. See “Moving Through Vents”, pg. 10.

WALLS: Any side of the tile which does not have a door is considered a wall. Walls blockmovement.

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TILE ICONS

A tile’s icons indicate what type of room the tile depicts. These symbols also indicate whatcharacters can do in the room; what happens when they explore the room; and what happenswhen they enter the room. Icons may also be important for specific scenarios.

EVENT ICONS: When you explore a tile with an event icon you trigger an event: Draw an eventcard and resolve the event with a matching symbol. Your turn then ends.

Before lockdown (and only before lockdown), in addition to triggering an event whenexplored, tiles with a reactivating event icon (indicated by a red aura) also trigger an event eachtime a character moves onto the tile.

(Note: Reactivating fear tiles are still considered fear tiles and reactivating security tiles aresecurity tiles.)

FEAR REACTIVATINGFEAR

SECURITY REACTIVATINGSECURITY

FACILITY

EQUIPMENT ICONS: Tiles with equipment icons contain special equipment. In general, thisequipment is only significant in specific scenarios and its use is described in those scenarios. Theexception are Control Panels, which can be accessed as a challenge action. (See “ChallengeActions, page 11.)

CONTROL PANEL ELEVATOR GENERATOR LAB

SUPPLY ICONS: Tiles with supply icons contain useful items and succor for your characters.When you start you turn on a medical supplies tile, you draw an extra adrenaline card. When youexplore a tile with a storage crate, you draw an item card.

MEDICAL SUPPLIES STORAGE CRATE

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PLAYING THE GAME

CHALLENGES: During the course of the game, event cards and enemies present you with avariety of challenges. Each challenge has a specific type – either Strength or Intelligence – whichis associated with one of your stats and a challenge rating.

Attempting a Challenge: When faced with a challenge, roll a number of dice equal to yourcharacter’s rating in the stat which matches the challenge type (including any bonuses or penaltiesfrom skills, equipment, adrenaline cards, or other sources). If you roll a number of the matchingstat’s icon that is equal to or higher than the challenge rating, you pass the challenge. (A doubleicon counts as 2 for the roll.)

Exceptional Success: If you roll a number of the matching stat’s icon equal to or higher than twicethe challenge rating, you score an exceptional success on the challenge.

Rerolls: Many abilities and cards in the game will allow you to reroll part or all of a dice roll.Multiple rerolls can be applied to a single roll, but each individual reroll ability can only beapplied once and each reroll ability must be applied separately (i.e., one at a time).

Exceeding the Number of Dice: If you need to roll more dice than the game provides, first roll thedice that are available and note the number of matching icons in that roll. Then reroll the numberof dice required to make up the difference between what you have already rolled and what youneed to roll and add any more matching icons to the total.

ADRENALINE CARDS: Each adrenaline card can be played in one of three ways: For the statbonus, for the special ability, or to manage your fear. To play an adrenaline card, choose fromone of the effects listed, discard the card from your hand, pay the fear cost (if applicable), andthen resolve the effect.

Fear Cost: In order to play a fear card, you must be able to pay the fear cost. Pay the cost bymoving your character’s fear token along your fear track before resolving the card. If yourcharacter’s fear track does not have enough available space to move the token the requiredamount, you cannot play that card.

Stat Bonus: The stat bonus of an adrenaline card is listed on the top half of the card. A bonus toStrength or Intelligence lasts until the next challenge roll of that type or the end of the turn,whichever comes first. A bonus to Toughness lasts for one enemy attack. A bonus to Speedremains active for the rest of the turn.

You can use an adrenaline card for a stat bonus even if the bonus does not benefit you.Stat bonuses from adrenaline cards stack. (For example, multiple adrenaline cards could beplayed to affect a single challenge or to allow a character to continue moving.)

Note: Cards that raise a stat must be played before you roll for the challenge. They cannotadd dice after you roll for the challenge.

Special Ability: The special ability of an adrenaline card is listed on the bottom half of the card.When playing an adrenaline card for the special ability, take note of when you can use

the ability: You can use some abilities only on your turn and some at any time. You can use anadrenaline card for a special ability even if the special ability would have no immediate effect,but you can only play it for a special ability at the times allowed by the card.

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Manage Your Fear: As noted in the bottom right corner of each adrenaline card, you can discardan adrenaline card at any time in order to raise or lower your fear by one point.

Losing Adrenaline Cards: The number of adrenaline cards you have in your hand represents howclose you are to being knocked out. If you run out of adrenaline cards, you are knocked out. (See“Being Knocked Out”, pg. 16.)

You cannot play the last adrenaline card in your hand for effect. You must be forced todiscard it.

ASSISTING: If your character is on the same or an adjacent tile of another player’s character,you can assist that player with a challenge by playing adrenaline cards. To do this, simply playthe adrenaline card normally. Your character pays the costs for the card, but the stat bonusesincrease the other player’s stat instead of your own.

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SETUP

Choose a scenario from the Scenario Book. Each scenario has different rules for setup and play.

SHUFFLE DECKS: Shuffle the decks of adrenaline cards, skill cards, and item cards.Note: The Security Key is an item card, but it should not be shuffled into the item card

deck.

CHARACTERS: Each player should take a character sheet for their character. A character’s fear begins the game at 3. A character’s vitality starts at 5 (unless specified otherwise in the scenario rules). Draw two skill cards for each character and place them next to their character sheet.

DRAW CARDS: Each player should draw a number of adrenaline cards equal to theircharacter’s current vitality.

TOKEN POOLS: THREAT POOL: The rules for the scenario you choose will indicate the number of

threat tokens which should be placed in the threat pool and the number of threat tokenseach character starts with.

LOCKDOWN POOL: The rules for the scenario you choose will indicate the number oflockdown tokens which should be placed in the lockdown pool.

TILES: STARTING TILES: Each scenario lists the tiles that start in play and which tile the

character tokens should be placed on. TILE STACKS: The remaining tiles should be arranged into draw stacks as described in

the rules for the scenario you’re playing. (There will usually be three stacks: Stack A,Stack B, and a Final Stack.)

INFIRMARY: The infirmary tile is not connected to the rest of the map. Set it to oneside.

ENEMY RESERVES: Place the number of Guards, Clones, and/or Hybrids indicated in thescenario into the enemy reserve pools. When enemies are spawned, they will be taken from theappropriate enemy reserve pool in order. (For example, spawn Guard 1 before Guard 2.) Once anenemy reserve pool is empty, no more of that enemy type can be spawned.

(Note: While the reserves limit the number of enemies that can be spawned, other effectscan put an enemy into play directly. If a card or effect instructs you to put an enemy into play butdoes not specifically spawn it, that enemy does not come from the reserves.)

SELECT STARTING PLAYER: The players can choose which player will go first ordetermine it randomly.

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PLAYER TURNS

Beginning with the starting player, each player will take a turn. Once a player’s turn is finished,play proceeds clockwise around the table.

Each turn consists of four phases, which occur in order:

1. Draw2. Action3. Event4. End of Turn

If you begin your turn on a tile that you cannot leave because there is no legal connection toanother tile, you are knocked out (see “Being Knocked Out”, pg. 16).

If you draw an event card for any reason during your turn, skip directly to the event phase. Oncethe event phase is completed, your turn is over.

PHASE 1: DRAWAt the beginning of your turn, if you do not already have the maximum number of adrenalinecards allowed by your current vitality, draw an adrenaline card and add it to your hand.

Medical Supplies: If you start your turn on a tile with a medical supplies icon, you can draw anextra adrenaline card at the start of your turn.

PHASE 2: ACTIONDuring the action phase, a character can move a number of tiles equal to their Speed stat (see“Movement”, page 10). They can also take these actions:

1. Trade with one player2. Pick up or drop one item3. Perform one challenge action

You can take these actions in any order and you do not have to do all three. You can move before,after, or between their actions.

Trade with one player: Once each turn, you can trade any number of items with another player onyour tile. (You can also receive an item in exchange for nothing or give an item in exchange fornothing.) If either participant in the trade ends up with more items than they can carry, they dropthe extras face-up onto their tile.

Pick up or drop one item: Once each turn, you can look through the items on your tile and pickone up. If this gives you more items than you can carry, place the extras face-up onto the tile.Alternatively, you can drop one item that you are currently carrying and place it face-up on yourtile.

Perform one challenge action: See “Challenge Actions”, page 11.

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PHASE 3: EVENTThe Subterra Bravo facility is a constantly changing environment. Event cards represent thetwists and turns that affect you as you attempt to survive and escape. During your turn, draw anevent card each time you:

Explore a tile with an event or reactivating event icon. Before lockdown, move onto a tile with a reactivating event icon. End your action phase without having drawn an event card.

Once you have drawn an event card for any reason, immediately skip to the event phase of yourturn and resolve the event card (see “Event Cards”, pg. 12). Once you’ve resolved an event cardfor any reason, immediately end your turn.

PHASE 4: END OF TURNAt the end of your turn perform a threat check and a lockdown check.

Threat Check: Characters become more of a threat if they group with other characters. Somescenarios have a limit for how many characters a tile can contain. If you are on a tile that exceedsthe limit, you gain one threat token at the end of your turn.

Lockdown Check: Many scenarios include a condition which triggers lockdown. At the end ofyou turn, check to see if the scenario lockdown as been triggered. (See “Lockdown”, pg. 17.)

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MOVEMENT

On their turn, a character receives a number of movement points equal to their current Speed stat.If a character’s Speed stat changes over the course of their turn, they will simultaneously gain orlose a matching number of movement points.

You cannot move if you are on a tile with an enemy (a Guard, Clone, Hybrid, or Dr. Cronos). (Inorder to move, you will need to attempt a challenge action. See “Challenge Actions”, pg. 11.)

Darkness: If a character leaves a tile with a darkness marker their fear increases by 1.

Reactivating Event Tiles: If a character moves onto a reactivating fear tile or a reactivatingsecurity tile, they immediately trigger an event: Draw an event card and resolve the event with amatching symbol. The character’s turn then immediately ends.

Threatened Guards: If a character moves onto a tile with a Guard while holding a weapon, theyimmediately gain a threat token.

MOVING THROUGH DOORSMoving through a door to an adjacent tile costs one movement point.

MOVING THROUGH VENTSA character on a tile with a vent entrance can spend one movement point and raise their fear by 1point to move through the ducts and emerge onto another tile with a vent entrance that isconnected to their current tile via an unbroken duct.

Once a character has moved through the vents, their turn immediately ends.

Characters with a 7 or 8 fear cannot move through the vents.

EXPLORINGYou can spend one movement point to move your character through a door that does not have atile on the other side and explore: Draw a tile and place it next to their current tile in a way thatlegally connects as many doors as possible. (If there are multiple ways to place the tile so that itconnects with the most doors, the player chooses one.) Place your character onto the new tile.

In scenarios that use separate stacks of tiles, do not draw from a new stack until the previousstack runs out of tiles.

Storage Crates: If the new tile has a storage crate supply icon, immediately draw an item card. Ifthis results in your having more items that you can carry, immediately place the extras face-uponto the tile.

Event Tiles: If the new tile has an event icon, draw an event card and resolve the event with amatching symbol. The character’s turn immediately ends.

Special Exploration: If no doors lead to unexplored tiles on the entire map, any vent can be usedas a door.

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CHALLENGE ACTIONS(if you fail a challenge action, the enemies on your tile will activate as described below)

ACCESS CONTROL PANEL: Make a 4 Intelligence challenge. If the challenge is successful: Command one Guard to either move to an adjacent tile or unlock a locked door on their

current tile. Take a Security Key Card item card.

ATTACK: As a challenge action, you can attack an enemy on your tile. (You cannot attack astunned enemy.)

If you are attacking a Guard, gain 1 threat token. Make a Strength challenge with a challenge rating equal to the target’s Toughness. If the challenge succeeds, the target is stunned. Lay the enemy marker down on the tile.

A stunned enemy cannot attack or move. If you score an exceptional success, remove the target from play and put it back in the

reserves. If your attack succeeded against a Guard, draw an item card. If the challenge fails, activate all the enemies on your tile.

BASH A DOOR: Gain a threat token and make a 3 Strength challenge. On a success, remove the locked door marker from the door. On a failure, activate all the enemies on your tile.

BULL RUSH: A bull rush allows you to move off and through tiles occupied by enemies. Make a Strength challenge with a challenge rating equal to the number of enemies on

your tile + 2. (Each Hybrid counts as two enemies. Dr. Cronos counts as three enemies.) If the challenge fails, activate all the enemies on your tile. If the challenge succeeds, for the rest of your turn you can move off your tile using the

normal rules for movement (spending a movement point and then moving through a door,moving through a vent, or exploring). For each additional tile containing enemies thatyou pass through, calculate the challenge rating (as above) +1 per previous tile withenemies you have left. If the challenge rating for a tile ever exceeds your original check,you cannot leave that tile.

Gain a threat token for each tile you leave which has a Guard on it.

OUTWIT: As a challenge action, you can attempt to leave a tile with enemies without fightingthem.

Choose one type of enemy on your current tile to outwit. Make an Intelligence challenge with a challenge rating equal to the number of enemies on

your tile of that type + 2. (Each Hybrid counts as two enemies. Dr. Cronos counts as threeenemies.)

If the challenge succeeds, you can leave your current tile. If the challenge fails, activate all the enemies of the type you failed to outwit. (Other

enemies on the same tile do NOT activate.)

UNLOCK A DOOR: Make a 4 Intelligence challenge. On a success, remove the locked door marker. At the end of your turn, you can choose to

leave the door unlocked or replace the locked door marker. On a failure, activate all the enemies on your tile.

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EVENT CARDS

When an event card is drawn, resolve it by performing these actions in order:

1. Spawn Enemies2. Resolve Event (if the event card was drawn due to an event icon)3. Activate Enemies4. Generate Enemies

SPAWN ENEMIES

GUARD CLONE

If the card has a Clone spawn icon, place a Clone on the closest Fear tile. If the card has a Guard spawn icon, place a Guard on the closest Security tile. If the current character’s fear is 7 or more, spawn a clone on the closest vent in addition

to any other enemies the event spawns.

If there is no appropriate tile available, do not spawn that enemy. (If the scenario uses the specialrules for Alien Zones or Military Zones, the types of tiles available for spawning increase. See pg.17.)

When spawning an enemy, take the matching enemy with the lowest number from the appropriateenemy reserve pool. (For example, spawn Clone 3 before Clone 4.) Once an enemy reserve poolis empty, no more of that enemy type can be spawned.

(Note: While the reserves limit the number of enemies that can be spawned, other effects can putan enemy into play directly. If a card or effect instructs you to put an enemy into play but doesnot specifically spawn it, that enemy does not come from the reserves.)

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RESOLVE EVENTIf you draw an event card due to exploring a tile with an event icon or, before lockdown begins,moving onto a tile with a reactivating event icon, you must resolve the matching event listed onthe event card.

Resolve only the event that matches the icon on your tile. Ignore the other events.

If an event offers a choice and one option is not possible, resolve the other option. (However, ifpart of an option is possible, you can still choose that option.)

ACTIVATE ENEMIESCheck to see which enemies activate (see “Enemy Activation” on pg. 14).

Clone/Guard Activation: The bottom row of boxes on each event card determines which enemiesactivate. Find the box marked with the number of players that started the game and take note ofthe enemy icons there.

Activate each Guard on the map in ascending order, starting with Guard 1.

Activate each Clone on the map in ascending order, starting with Clone 1.

Activate all Guards on the map in ascending order and then activate all Guards inascending order a second time.

Activate all Clones on the map in ascending order and then activate all Clones inascending order a second time.

Activate all Guards on the map in ascending order and then activate all Clones inascending order.

Activate all Clones on the map in ascending order and then activate all Guards inascending order.

Hybrid Activation: Hybrids activate at the end of every activation step starting the turn after thehybrids appear on the map. Roll a die. Each hybrid activates as many times as its symbol wasrolled in the following order:

Intelligence Strength Speed

GENERATE ENEMIESAfter all enemies have been activated, the clone nests and guard posts in play generate newenemies. For each Clone activation on the current turn, spawn a Clone onto every tile with aclone nest. For each Guard activation on the current turn, spawn a Guard onto every tile with aguard post.

If the new enemy would put the tile above its limit for that enemy type, it does not spawn.

(Note: Enemies spawned by clone nests or guard posts come into play after enemies are activated.They cannot take any other actions during the turn that they are spawned.)

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ENEMY ACTIVATION

The aliens of Subterra Bravo experience a sense of euphoria when consuming theadrenal glands of frightened humans. In a very real and terrifying way, human fear isan addictive drug to them; the more frightened you are, the more attracted the aliens

are to you…

When an enemy activates, they will take actions in the following order:

1. They will ATTACK.2. If they did not attack, they will MOVE.3. If they are stunned, they will attempt to RECOVER.

(In practice, this means that an enemy will only take one action when activated: If they are on atile with a character or other valid target, they will either attack or reinforce an attack. If they arenot on a tile with a valid target, they will move. If they are stunned they cannot attack or move,but they will attempt to recover.)

ENEMY ATTACK Determine the enemy’s target.

o Guards will attack the target on their tile with the highest threat level.o Clones and Hybrids will attack the target on their tile with the highest fear level.o Breaking Ties: If there are multiple characters tied for the highest target level,

enemies will target characters based on their turn order (starting with the currentplayer). Enemies will attack characters before they attack other enemies. Guardswill attack Hybrids before they attack Clones.

Roll the enemy’s Attack stat and count the number of attack icons. (Guards and Cloneshave an Attack stat of 3 and use Strength as their attack icon. Hybrids have an Attack statof 6 and use Intelligence as their attack icon.)

o Add +1 to a Guard’s attack if the target’s threat level is 3 or higher.o Add +1 to a Clone or Hybrid’s attack if the target’s fear level is 5 or higher.o Add +1 to an enemy’s attack for each additional enemy of the same type on the

attacker’s tile. (This counts as the activation for each enemy granting a +1 bonus,but enemies will participate in the attack even if they have already moved thisturn.)

If the target is an enemy and the number of attack icons is equal to or greater than thetarget’s Toughness score, discard one enemy plus an additional enemy for every attackicon rolled over the target’s toughness.

If the target is a character, they enemy deals damage according to its type:o Guard’s and Clones cause their target to discard an adrenaline card for every

attack icon rolled over the target’s toughness. (If this causes the target to discardall of their adrenaline cards they are knocked out, see page 16.)

o Hybrids cause their target to increase their fear by one point for every attack iconrolled over the target’s toughness. (If this would cause the target’s fear to riseabove 8 they are knocked out, see page 16.)

If the target is a character, the target must discard an adrenaline card for every attack iconrolled over their Toughness.

If the target is a character, increase their fear by 1.

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ENEMY MOVEMENT

Determine Target: When Guards move, they move one tile along the shortest path towards thetarget with the highest threat level. When Clones or Hybrids move, they move one tile along theshortest path towards the target with the highest fear level.

A character on a tile adjacent to any enemy’s tile adds +1 to their level for this purpose. If two targets have the same target level, the enemy moves towards the closest target.

Distance is determined by the number of moves required to move into the target’s tile. If two targets have the same target level and are also the same distance away, the enemy

chooses between them based on turn order (starting with the current player). If the enemy’s target is on a tile that has already reached its enemy limit, the enemy

instead chooses the next available target. (See “Enemy Tile Limit”, pg. 16.) If there are multiple shortest paths leading to the enemy’s target, the player resolving the

event card decides which path the enemy will follow. If no path exists between the enemy and any target, they do not move.

Enemies Movement Through Locked Doors: Guards and Hybrids can move through doors, butmust unlock them first. When a Guard or Hybrid would move through a locked door, remove thelocked door marker instead of moving the enemy. Guards and Hybrids must count this movementwhen determining their distance from targets.

Clones cannot move through locked doors and treats locked doors as if they were wallswhen calculating distance.

Enemy Movement Through Vents: Clones on a tile with a vent entrance consider all other tilesconnected to their current tile via an unbroken duct as being adjacent. (Vent travel counts as asingle move when calculating distance for Clone movement.)

Enemy Tile Limit: If an enemy would move onto a tile that would exceed the enemy limit for thattile, it instead passes through that tile and stops at the next available tile. (See “Enemy TileLimit”, pg. 16.)

ENEMY RECOVERYWhen a stunned enemy activates, it will attempt to recover. If a character is on the same tile as astunned enemy, the enemy skips its activation and remains stunned. If there is no character on theenemy’s tile, the enemy stands up and is no longer stunned.

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MISCELLANEOUS RULES

BEING KNOCKED OUTWhen a player is knocked out during lockdown, they are killed and lose the game. (Theircharacter is removed from play.)

When a player is knocked out (generally due to discarding the last adrenaline card in their hand),they immediately:

Discard all of their adrenaline cards (if any). Place all the items they’re currently carrying face-up in their current tile. If the scenario is not yet in lockdown, they lose 1 vitality and 1 threat and move their

character market to the Infirmary tile. (If this results in their vitality marker moving ontothe skull, they are killed and lose the game.)

If the scenario is in lockdown (or if the scenario enters lockdown before they leave theInfirmary), they are killed and lose the game.

If all the players are in the infirmary at the same time, the game ends and they all lose. (Ignorethis rule for the single-player version of the game.)

A character in the infirmary remains in play and resolves an event card at the end of their turn.However, because there is no “closest” tile to the Infirmary, enemies will not spawn as a result ofthe event card.

At the start of their turn, a character in the Infirmary: Sets their fear to 4. Draws a new hand of adrenaline cards. Moves their character marker to any tile currently in play that contains a vent entrance.

(If there is no vent tile available, they must remain in the Infirmary.)

(Note: You cannot move to the Infirmary through vents.)

ENEMY TILE LIMITEach scenario sets the limit for a number of enemies a tile can hold. The number of Guards on asingle tile cannot exceed the secure number for the scenario. The number of Clones on a singletile cannot exceed the pack limit for the scenario. Scenarios that use hybrids will specify a limitfor them as well.

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Level 7: Escape - 17

SPECIAL SCENARIO RULES

ALIEN ZONEIn scenarios that use the Alien Zone rule, when spawning Clones you must treat tiles that vententrances on them as if they were fear tiles.

LOCKDOWNA scenario enters lockdown either when the threat pool is empty and a player needs to gain athreat or when the game meets the scenario’s special lockdown conditions. (Note: You cancontinue to gain threat tokens during lockdown even if the threat pool is empty. Additional threattokens are drawn from the box.)

Once lockdown begins, any player in the infirmary is immediately killed and loses the game.

Lockdown Pool: Some scenarios include a pool of lockdown tokens. Once lockdown has begun inthese scenarios, each player will draw a lockdown token from the lockdown pool at the end oftheir turn. (See “Phase 4: End of Turn”, pg. 9.) If a player cannot take a lockdown token from thepool at the end of their turn, the game immediately ends.

MILITARY ZONEIn scenarios that use the Military Zone rule, if you spawn a Guard on your turn and there are nolegal security tiles for the Guard, draw a new tile from the bottom of the final stack. Place thespawned Guard on the new tile and connect it to the map as close to the active player’s characteras legally possible.

PEEKINGIn scenarios that use the Peeking rules, the scenario set-up will identify a specific tile to be setaside before the tile stacks are created.

Once Stack A empties, players must peek before exploring:

Roll a die before leaving your current tile. If the result is a double Intelligence icon ,the peek was successful.

If the peek was successful, place specified tile and choose whether or not to move onto it.(If you chose not to move, the peek does not use a movement point.)

If the peek failed, draw and place a tile normally. (You must move onto the tile.)

Once Stack B empties, a peek is successful if any Intelligence icon appears on the die.

Once the specified tile has been found, players no longer peek when exploring.

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Level 7: Escape - 18

DESIGN NOTESFOR THE REVISED RULEBOOK

The rulebook for Level 7: Escape has proven to be very difficult and convoluted to use duringplay: Rules are frequently missed and mistakes are often made. This has hampered my enjoymentof the game, particularly because it provides a hurdle to be cleared whenever I come back to thegame after a long break (and all those niggling little rules go scurrying off again).

The key problem with the rulebook is that it features both procedural and indexed organization.(In procedural organization, rules are listed when you use them. With indexed organization, rulesare grouped together into broad categories suitable for reference.) Using both methods oforganization is fine if both sets of information are fully functional, but this isn’t the case with theLevel 7: Escape rulebook. Instead, half of the rules are indexed under general headings and halfthe rules are listed procedurally.

That’s a really huge problem.

For example, there’s a section of the rulebook titled “Raising Fear” and it includes a list of thingsthat raise your fear. One of the items on the list is, “When you leave a tile with a darkness marker,raise your fear by 1.” That rule is not listed in the procedures for moving off a tile. Later in therulebook, however, there are other effects that raise fear which aren’t listed in the “Raising Fear”section. You see the problem: If you’re wondering if something raises your fear or not, you can’treliably check the “Raising Fear” index. Simultaneously, there are a whole bunch of these littleindexed rules scattered throughout the rulebook that are then not referenced if you look at therules for whatever it is you’re actually doing.

This revised rulebook reorganizes the rules so that they are entirely procedural: If you need tomove off a tile, look at the rules for movement and you’ll see everything you’re supposed to do(including raising your fear level if the tile has a darkness marker on it).

In practice, this has resolved a lot of the confusion surrounding the rules of the game anddrastically reduced the number of errors being made during play. Hopefully you’ll find the sameexperience to be true at your table!

Justin Alexanderhttp://www.thealexandrian.netFebruary 20th, 2014

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Level 7: Escape - 19

UNOFFICIAL ERRATA

This rulebook includes errata and clarifications from the official FAQ. However, in addition tothose changes I also discovered a number of other discrepancies or unclear rules. In order to makethe revised rulebook as clear as possible, I needed to include some “unofficial” errata. I’m listingthose changes/clarifications here so that people can make different choices if they want to:

This revised rulebook allows characters to deliberately drop items on their turn. It alsoallows a character drawing an item that would place them over their item limit toimmediately drop items they’re already carrying and replace them with the new items.(Neither of these things are technically allowed by the original rulebook, but there arescenarios where you can end up in a no-win scenario because your hands are full andyou’re unable to acquire a scenario-specific item. Plus, it just makes sense that peoplewould be able to drop items they don’t want.)

According to the original rules, reactivating event icons either (a) stop triggering eventswhen you move onto them after lockdown but still trigger events if they are exploredduring lockdown or (b) they won’t trigger events under any circumstances oncelockdown has begun. The rules are unclear and the designers have given two differentresponses to people online trying to figure out how they’re actually supposed to work.I’ve simply made the arbitrary decision to go with the former interpretation.

I’ve made it explicit that an access panel can be used to make a Guard unlock a door.(This arguably proceeds from the general rules for Guard movement, but it could also beargued the other way depending on how you interpret the rules for access panels.)

This revised rulebook includes tiebreaking procedures for Guards attacking eitherHybrids or Clones.

I’ve added rules explicitly detailing what enemies who have no legitimate targets will dowhen they’re activated (i.e., nothing). This primarily applies to Clones who are trappedbehind locked doors (since they can’t unlock them).

I’ve added a rule stating that you discard your cards if knocked out. (This corner casewould come up if you’re knocked out for any reason other than discarding your lastadrenaline card.)

I’ve clarified whether you use a movement point when you peek but do not move. (Thereis no clear rule for this in the original rulebook. I’ve gone with no movement points beingspent: So you can look in a room and then choose to spend your movement pointselsewhere.)

When generating enemies on clone nests and guard posts, the original rulebook uses thephrase “during X activations, spawn an X onto every tile”. This can be interpreted tomean either “during each turn on which X is activated, spawn an X” or to mean “for eachX activation on this turn, spawn an X”. I’ve arbitrarily decided that the former makesmore sense in the context of the turn order.

No effort has been made to resolve the difficulties with the Scenario book. I’m afraid that’sbeyond the scope of this project. The official FAQ will resolve several of the most problematicmechanics (including the game-breaking errors in the final scenario), but when it comes to theremaining issues I recommend just taking your best guess. (When in doubt, go with the optionwhich makes the game more difficult for you!)


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